fix: 修复迁移后的基础UI显示问题
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@@ -1,25 +1,45 @@
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// 游戏画布:把 World 在 800×608 虚拟分辨率下的渲染做信箱(letterbox)缩放。
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// 游戏画布:把 World 的虚拟视口渲染铺满整个屏幕(全屏、无信箱黑边)。
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// 虚拟视口保证 800×608 始终完整可见(不裁游戏内容),另一维随屏幕比例
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// 自动加宽:例如 2340×1080 的横屏手机 → 视口约 1318×608(横向看得更多),
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// 与 PC 游戏支持任意宽高比的做法一致。
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import 'dart:ui' show Canvas, Rect, Paint, Color;
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import 'dart:math' show min;
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import 'package:flutter/widgets.dart';
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import 'package:flutter/foundation.dart' show debugPrint;
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import 'package:iwbtc/src/core/app_error.dart' show AppError;
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import 'package:iwbtc/src/game/world.dart' show World, W, H;
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/// 计算 800×608 虚拟画面在给定屏幕尺寸下的信箱矩形(居中、等比缩放)。
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///
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/// 画布和虚拟手柄都用它:横屏手机宽高比远大于画面比例,两侧会出现黑边,
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/// 手柄按钮必须锚定在**画面区域**内,否则会漂到黑边上(手指按到的位置和
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/// 屏幕上看到的游戏内容对不上)。尺寸非法(尚未布局完成)时返回 Rect.zero。
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Rect letterboxRect(Size size) {
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if (!size.width.isFinite || !size.height.isFinite) return Rect.zero;
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if (size.width <= 0 || size.height <= 0) return Rect.zero;
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final s = min(size.width / W, size.height / H);
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if (!s.isFinite || s <= 0) return Rect.zero;
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final double w = W * s;
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final double h = H * s;
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return Rect.fromLTWH(
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(size.width - w) / 2, (size.height - h) / 2, w, h);
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/// 屏幕对应的虚拟视口:缩放系数 + 视口尺寸(虚拟像素)。
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class StageMetrics {
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final double scale;
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final double vw;
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final double vh;
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const StageMetrics(this.scale, this.vw, this.vh);
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bool get isValid =>
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scale > 0 &&
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scale.isFinite &&
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vw.isFinite &&
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vh.isFinite &&
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vw >= W - 0.5 &&
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vh >= H - 0.5;
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}
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/// 计算铺满全屏的虚拟视口(无黑边),且保证 800×608 完整可见:
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/// - 屏幕比游戏「更宽」(横屏手机几乎总是如此)→ 高度定标 608,
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/// 视口横向加宽到 vw = 屏宽 / scale,游戏内容横向看得更多;
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/// - 屏幕比游戏「更窄」→ 宽度定标 800,视口纵向加高到 vh = 屏高 / scale。
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/// 摄像机随后按视口尺寸取景(Camera 自带对关卡边界的钳制)。
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StageMetrics stageMetrics(Size size) {
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if (!size.width.isFinite || !size.height.isFinite) {
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return const StageMetrics(0, 0, 0);
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}
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if (size.width <= 0 || size.height <= 0) return const StageMetrics(0, 0, 0);
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if (size.width / size.height >= W / H) {
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final s = size.height / H;
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return StageMetrics(s, size.width / s, H);
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}
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final s = size.width / W;
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return StageMetrics(s, W, size.height / s);
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}
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class GameCanvas extends StatelessWidget {
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@@ -32,9 +52,7 @@ class GameCanvas extends StatelessWidget {
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// 用 SizedBox.expand 明确占满父级,避免 CustomPaint 使用 Size.infinite
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// 时在部分平台上拿到零尺寸/无穷尺寸,算出 scale = 0 而整屏消失(表现为黑屏)。
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return SizedBox.expand(
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child: CustomPaint(
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painter: _GamePainter(world, repaint),
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),
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child: CustomPaint(painter: _GamePainter(world, repaint)),
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);
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}
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}
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@@ -48,21 +66,21 @@ class _GamePainter extends CustomPainter {
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@override
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void paint(Canvas canvas, Size size) {
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// 信箱外框(黑色)
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canvas.drawRect(
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Rect.fromLTWH(0, 0, size.width, size.height),
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Paint()..color = const Color(0xff000000));
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// 首帧可能尚未完成布局,尺寸为 0 时不要绘制内容(stageMetrics 无效)。
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final m = stageMetrics(size);
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if (!m.isValid) return;
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// 首帧可能尚未完成布局,尺寸为 0 时不要绘制内容(letterboxRect 返回 zero)。
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final rect = letterboxRect(size);
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if (rect.isEmpty) return;
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// 同步虚拟视口(只改纯数值字段,不触发任何通知 —— paint 阶段禁止 notifier)。
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world.setViewport(m.vw, m.vh);
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canvas.save();
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canvas.translate(rect.left, rect.top);
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canvas.scale(rect.width / W, rect.width / W);
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canvas.clipRect(Rect.fromLTWH(0, 0, W, H));
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canvas.scale(m.scale);
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canvas.clipRect(Rect.fromLTWH(0, 0, m.vw, m.vh));
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// 兜底底色:即使 world.render 抛异常也不会露出透明/白屏。
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canvas.drawRect(
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Rect.fromLTWH(0, 0, W, H), Paint()..color = const Color(0xff0a0a14));
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Rect.fromLTWH(0, 0, m.vw, m.vh),
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Paint()..color = const Color(0xff0a0a14),
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);
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// 渲染异常原本会被静默吞掉,画面变成纯黑。
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// 偶发的一帧异常不该让整局报废 —— 只记录日志;但若连续多帧都失败
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// (比如某张地图/某种渲染路径真有问题),才升级成占屏错误以便真机诊断。
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@@ -84,9 +102,10 @@ class _GamePainter extends CustomPainter {
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if (!_loggedFirstPaint) {
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_loggedFirstPaint = true;
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debugPrint(
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'[boot] canvas rendered: screen=${size.width}x${size.height} '
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'stage=${rect.width}x${rect.height} at (${rect.left},${rect.top}) '
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'state=${world.state}');
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'[boot] canvas rendered: screen=${size.width}x${size.height} '
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'viewport=${m.vw.toStringAsFixed(0)}x${m.vh.toStringAsFixed(0)} '
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'state=${world.state}',
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);
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}
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}
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+428
-491
File diff suppressed because it is too large.
Load diff
@@ -2,20 +2,19 @@
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import 'dart:async';
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import 'package:flutter/widgets.dart';
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import 'package:iwbtc/src/core/input.dart' show Input;
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import 'package:iwbtc/src/ui/touch_layout.dart'
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show BUTTONS, metaSettings;
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import 'package:iwbtc/src/ui/touch_layout.dart' show BUTTONS, metaSettings;
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import 'package:iwbtc/src/game/world.dart' show World, W;
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import 'package:iwbtc/src/ui/game_canvas.dart' show letterboxRect;
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class TouchControls extends StatelessWidget {
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final World world;
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final ValueNotifier<bool> visible;
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final ValueNotifier<bool> hasGun;
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const TouchControls(
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{super.key,
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required this.world,
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required this.visible,
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required this.hasGun});
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const TouchControls({
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super.key,
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required this.world,
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required this.visible,
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required this.hasGun,
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});
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@override
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Widget build(BuildContext context) {
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@@ -24,11 +23,10 @@ class TouchControls extends StatelessWidget {
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valueListenable: visible,
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builder: (_, bool v, __) {
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if (!v) return const SizedBox();
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// 按钮锚定在「信箱缩放后的画面矩形」内,而不是整块屏幕:
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// 横屏时两侧是黑边,若按全屏百分比定位,左/右/跳跃键会飘到黑边上。
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// 画面已铺满全屏(无信箱黑边),按钮直接按整屏百分比定位。
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return LayoutBuilder(
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builder: (_, BoxConstraints cons) {
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final area = letterboxRect(Size(cons.maxWidth, cons.maxHeight));
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final area = Rect.fromLTWH(0, 0, cons.maxWidth, cons.maxHeight);
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return Stack(
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children: <Widget>[
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for (final b in BUTTONS)
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@@ -68,17 +66,18 @@ class _TouchButton extends StatefulWidget {
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/// 空 Rect 表示尚未完成布局,此时不渲染。
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final Rect area;
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const _TouchButton(
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{required this.world,
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required this.keyName,
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required this.label,
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this.label2,
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required this.shape,
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required this.cx,
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required this.cy,
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required this.size,
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required this.hasGun,
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required this.area});
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const _TouchButton({
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required this.world,
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required this.keyName,
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required this.label,
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this.label2,
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required this.shape,
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required this.cx,
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required this.cy,
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required this.size,
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required this.hasGun,
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required this.area,
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});
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@override
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State<_TouchButton> createState() => _TouchButtonState();
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@@ -114,8 +113,14 @@ class _TouchButtonState extends State<_TouchButton> {
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}
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void _release() {
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if (!_pressed) return;
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_pressed = false;
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// 注意:即便 _pressed 因事件丢失而处于异常状态,也要强制复位虚拟键,
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// 否则 touch['jump'] 会卡在 true(漏接松手事件时极易发生),
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// 之后每次按下都因 setTouch 的「值未变则直接 return」短路而触发不了
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// 新的边沿 —— 表现就是「跳跃键经常失灵、时好时坏」。
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if (_pressed) {
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_pressed = false;
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setState(() {});
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}
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_shootTimer?.cancel();
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_shootTimer = null;
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final a = widget.keyName;
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@@ -124,7 +129,6 @@ class _TouchButtonState extends State<_TouchButton> {
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} else {
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Input.setTouch(a, false);
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}
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setState(() {});
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}
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@override
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@@ -143,10 +147,15 @@ class _TouchButtonState extends State<_TouchButton> {
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top: top,
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width: sz,
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height: sz,
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child: Listener(
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onPointerDown: (_) => _press(),
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onPointerUp: (_) => _release(),
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onPointerCancel: (_) => _release(),
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// 用 GestureDetector(Pan 识别器会「认领」指针)替代 Listener:
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// Listener 不捕获指针,手指在按钮上滑动后于按钮外松手时,松手事件
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// 落到别的控件上 → 本按钮的虚拟键永久卡在按下态。Pan 会持续把
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// 抬起/取消事件回传给本按钮,松手必定复位。
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child: GestureDetector(
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behavior: HitTestBehavior.opaque,
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onPanDown: (_) => _press(),
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onPanEnd: (_) => _release(),
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onPanCancel: () => _release(),
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child: ValueListenableBuilder<bool>(
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valueListenable: widget.hasGun,
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builder: (_, __, ___) {
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@@ -160,23 +169,28 @@ class _TouchButtonState extends State<_TouchButton> {
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: const Color(0x444a5a7a),
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shape: isJump ? BoxShape.circle : BoxShape.rectangle,
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borderRadius: isJump ? null : BorderRadius.circular(sz * 0.3),
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border: Border.all(
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color: const Color(0xff7ae0ff), width: 2),
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border: Border.all(color: const Color(0xff7ae0ff), width: 2),
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),
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child: Center(
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child: Column(
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mainAxisSize: MainAxisSize.min,
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children: <Widget>[
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Text(widget.label,
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style: TextStyle(
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color: const Color(0xffffffff),
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fontSize: sz * 0.32,
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fontWeight: FontWeight.bold)),
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Text(
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widget.label,
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style: TextStyle(
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color: const Color(0xffffffff),
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fontSize: sz * 0.32,
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fontWeight: FontWeight.bold,
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),
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),
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if (widget.label2 != null)
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Text(widget.label2!,
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style: TextStyle(
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color: const Color(0xffcfe8ff),
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fontSize: sz * 0.16)),
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Text(
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widget.label2!,
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style: TextStyle(
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color: const Color(0xffcfe8ff),
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fontSize: sz * 0.16,
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),
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),
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],
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),
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),
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@@ -0,0 +1,299 @@
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// 触屏手柄布局编辑器:独立全屏页,从「设置 → 自定义按键」进入。
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// 背景保持透明,透出下面的实时游戏画布(标题星空 + 刺地带动画),
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// 编辑体验与正常玩游戏时完全一致(同样的全屏沉浸、同样的按钮渲染)。
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//
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// 布局即改即存(每次拖动/缩放都写回存档),返回时无需再点「确定」。
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// 位置/大小与真实手柄同一套换算(cx/cy 百分比 + size×k),所见即所得。
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import 'package:flutter/material.dart';
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import 'package:iwbtc/src/core/save.dart' show Save;
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import 'package:iwbtc/src/game/world.dart' show W;
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import 'package:iwbtc/src/ui/touch_layout.dart'
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show BUTTONS, TouchBtn, metaSettings;
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/// 读取某按键当前布局(cx/cy/size)。
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Map<String, double> touchLayoutOf(String key) {
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final t = metaSettings()['touch'] as Map;
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final m = (t[key] as Map?) ?? const <String, dynamic>{};
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return <String, double>{
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'cx': double.tryParse(m['cx'].toString()) ?? 50,
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'cy': double.tryParse(m['cy'].toString()) ?? 50,
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'size': double.tryParse(m['size'].toString()) ?? 60,
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};
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}
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void writeTouchLayout(String key, Map<String, double> p) {
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(metaSettings()['touch'] as Map)[key] = <String, dynamic>{
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'cx': p['cx'],
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'cy': p['cy'],
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'size': p['size'],
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};
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// 即改即存:布局写回存档,返回/切后台都不会丢。
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Save.flush();
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}
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class TouchLayoutEditor extends StatefulWidget {
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final VoidCallback onDone; // 仅负责返回设置页(布局已即改即存)
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const TouchLayoutEditor({super.key, required this.onDone});
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@override
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State<TouchLayoutEditor> createState() => _TouchLayoutEditorState();
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}
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class _TouchLayoutEditorState extends State<TouchLayoutEditor> {
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@override
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Widget build(BuildContext context) {
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// 背景保持透明:透出下面的实时游戏画布(标题星空+刺地),
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// 编辑体验与正常游戏完全一致(全屏沉浸)。
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return Stack(
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children: <Widget>[
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// 按钮编辑层(铺满全屏,与真实手柄同一坐标系)
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Positioned.fill(
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child: LayoutBuilder(
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builder: (BuildContext _, BoxConstraints cons) {
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final double w = cons.maxWidth;
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final double h = cons.maxHeight;
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// 与 _TouchButton 完全一致的缩放系数,保证编辑所见 = 游戏所得
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final double k = (w / W).clamp(0.6, 2.6);
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return Stack(
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children: <Widget>[
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for (final b in BUTTONS) ...<Widget>[
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_EditBtn(
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b: b,
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k: k,
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screenW: w,
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screenH: h,
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onChanged: () => setState(() {}),
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),
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_ResizeHandle(
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b: b,
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k: k,
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screenW: w,
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screenH: h,
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onChanged: () => setState(() {}),
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),
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],
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],
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);
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},
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),
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),
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// 顶部操作行:恢复默认 / 返回
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Positioned(
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top: 10,
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right: 12,
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child: Row(
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children: <Widget>[
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ElevatedButton(
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onPressed: () {
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final t = metaSettings()['touch'] as Map;
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t.clear();
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for (final b in BUTTONS) {
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t[b.key] = <String, dynamic>{
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'cx': b.cx,
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'cy': b.cy,
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'size': b.size,
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};
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}
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Save.flush();
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setState(() {});
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},
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style: ElevatedButton.styleFrom(
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backgroundColor: const Color(0x991a1a26),
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foregroundColor: const Color(0xffffffff),
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 12,
|
||||
vertical: 6,
|
||||
),
|
||||
minimumSize: Size.zero,
|
||||
tapTargetSize: MaterialTapTargetSize.shrinkWrap,
|
||||
visualDensity: VisualDensity.compact,
|
||||
),
|
||||
child: const Text('恢复默认', style: TextStyle(fontSize: 13)),
|
||||
),
|
||||
const SizedBox(width: 8),
|
||||
ElevatedButton(
|
||||
onPressed: widget.onDone,
|
||||
style: ElevatedButton.styleFrom(
|
||||
backgroundColor: const Color(0x995a3a7a),
|
||||
foregroundColor: const Color(0xffffffff),
|
||||
padding: const EdgeInsets.symmetric(
|
||||
horizontal: 14,
|
||||
vertical: 6,
|
||||
),
|
||||
minimumSize: Size.zero,
|
||||
tapTargetSize: MaterialTapTargetSize.shrinkWrap,
|
||||
visualDensity: VisualDensity.compact,
|
||||
),
|
||||
child: const Text('返回', style: TextStyle(fontSize: 13)),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
// 底部提示
|
||||
const Positioned(
|
||||
left: 0,
|
||||
right: 0,
|
||||
bottom: 8,
|
||||
child: Center(
|
||||
child: Text(
|
||||
'点选按钮后可拖动位置 · 拖右下角黄点调整大小(改动即时保存)',
|
||||
style: TextStyle(color: Color(0x88ffffff), fontSize: 12),
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _EditBtn extends StatefulWidget {
|
||||
final TouchBtn b;
|
||||
final double k; // 真实手柄同款缩放系数
|
||||
final double screenW;
|
||||
final double screenH;
|
||||
final VoidCallback onChanged;
|
||||
const _EditBtn({
|
||||
required this.b,
|
||||
required this.k,
|
||||
required this.screenW,
|
||||
required this.screenH,
|
||||
required this.onChanged,
|
||||
});
|
||||
@override
|
||||
State<_EditBtn> createState() => _EditBtnState();
|
||||
}
|
||||
|
||||
class _EditBtnState extends State<_EditBtn> {
|
||||
bool _selected = false;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final p = touchLayoutOf(widget.b.key);
|
||||
final double sz = p['size']! * widget.k;
|
||||
final double left = p['cx']! / 100 * widget.screenW - sz / 2;
|
||||
final double top = p['cy']! / 100 * widget.screenH - sz / 2;
|
||||
final isJump = widget.b.shape == 'jump';
|
||||
return Positioned(
|
||||
left: left,
|
||||
top: top,
|
||||
width: sz,
|
||||
height: sz,
|
||||
child: GestureDetector(
|
||||
behavior: HitTestBehavior.opaque,
|
||||
onTap: () => setState(() => _selected = !_selected),
|
||||
onPanStart: (_) => setState(() => _selected = true),
|
||||
onPanUpdate: (d) {
|
||||
final np = touchLayoutOf(widget.b.key);
|
||||
np['cx'] = (np['cx']! + d.delta.dx / widget.screenW * 100).clamp(
|
||||
3.0,
|
||||
97.0,
|
||||
);
|
||||
np['cy'] = (np['cy']! + d.delta.dy / widget.screenH * 100).clamp(
|
||||
4.0,
|
||||
96.0,
|
||||
);
|
||||
writeTouchLayout(widget.b.key, np);
|
||||
widget.onChanged();
|
||||
},
|
||||
child: Container(
|
||||
decoration: BoxDecoration(
|
||||
color: _selected
|
||||
? const Color(0x88ffffff)
|
||||
: const Color(0x444a5a7a),
|
||||
shape: isJump ? BoxShape.circle : BoxShape.rectangle,
|
||||
borderRadius: isJump ? null : BorderRadius.circular(sz * 0.3),
|
||||
border: Border.all(
|
||||
color: _selected
|
||||
? const Color(0xffffd23a)
|
||||
: const Color(0xff7ae0ff),
|
||||
width: 2,
|
||||
),
|
||||
),
|
||||
child: Center(
|
||||
child: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: <Widget>[
|
||||
Text(
|
||||
widget.b.label,
|
||||
style: TextStyle(
|
||||
color: const Color(0xffffffff),
|
||||
fontSize: sz * 0.3,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
if (widget.b.label2 != null)
|
||||
Text(
|
||||
widget.b.label2!,
|
||||
style: TextStyle(
|
||||
color: const Color(0xffcfe8ff),
|
||||
fontSize: sz * 0.15,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 缩放手柄:选中按钮后显示在其右下角的小黄点,拖动改变按钮大小。
|
||||
/// 单独一层 Positioned(在按钮之后 = 绘制在上层),不吃按钮本体的手势。
|
||||
class _ResizeHandle extends StatefulWidget {
|
||||
final TouchBtn b;
|
||||
final double k;
|
||||
final double screenW;
|
||||
final double screenH;
|
||||
final VoidCallback onChanged;
|
||||
const _ResizeHandle({
|
||||
required this.b,
|
||||
required this.k,
|
||||
required this.screenW,
|
||||
required this.screenH,
|
||||
required this.onChanged,
|
||||
});
|
||||
@override
|
||||
State<_ResizeHandle> createState() => _ResizeHandleState();
|
||||
}
|
||||
|
||||
class _ResizeHandleState extends State<_ResizeHandle> {
|
||||
bool _active = false;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final p = touchLayoutOf(widget.b.key);
|
||||
final double sz = p['size']! * widget.k;
|
||||
final double left = p['cx']! / 100 * widget.screenW + sz / 2 - 14;
|
||||
final double top = p['cy']! / 100 * widget.screenH + sz / 2 - 14;
|
||||
return Positioned(
|
||||
left: left,
|
||||
top: top,
|
||||
width: 26,
|
||||
height: 26,
|
||||
child: GestureDetector(
|
||||
behavior: HitTestBehavior.opaque,
|
||||
onPanStart: (_) => setState(() => _active = true),
|
||||
onPanEnd: (_) => setState(() => _active = false),
|
||||
onPanCancel: () => setState(() => _active = false),
|
||||
onPanUpdate: (d) {
|
||||
final np = touchLayoutOf(widget.b.key);
|
||||
// 向右/向下拖 = 变大,换算回虚拟 size 单位
|
||||
final double dSize = (d.delta.dx + d.delta.dy) / widget.k;
|
||||
np['size'] = (np['size']! + dSize).clamp(30.0, 180.0);
|
||||
writeTouchLayout(widget.b.key, np);
|
||||
widget.onChanged();
|
||||
},
|
||||
child: Container(
|
||||
decoration: BoxDecoration(
|
||||
color: _active ? const Color(0xffffd23a) : const Color(0xccffd23a),
|
||||
shape: BoxShape.circle,
|
||||
border: Border.all(color: const Color(0xff2a2a3a), width: 1.5),
|
||||
),
|
||||
child: const Center(
|
||||
child: Icon(Icons.open_in_full, size: 14, color: Colors.black87),
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -10,18 +10,29 @@ class TouchBtn {
|
||||
final double cx;
|
||||
final double cy;
|
||||
final double size;
|
||||
const TouchBtn(this.key, this.label, this.shape, this.cx, this.cy, this.size,
|
||||
[this.label2]);
|
||||
const TouchBtn(
|
||||
this.key,
|
||||
this.label,
|
||||
this.shape,
|
||||
this.cx,
|
||||
this.cy,
|
||||
this.size, [
|
||||
this.label2,
|
||||
]);
|
||||
}
|
||||
|
||||
// 默认布局仿照主流 IWBT 手游截图:左下 ◀▶ 并排、右侧大「跳」、
|
||||
// 左下角🔫射击 / 右下角▼下蹲、右中上 ↺ 自杀、右上角 ❚❚ 暂停。
|
||||
const List<TouchBtn> BUTTONS = <TouchBtn>[
|
||||
TouchBtn('left', '◀', 'round', 12, 80, 62),
|
||||
TouchBtn('right', '▶', 'round', 24, 80, 62),
|
||||
TouchBtn('jump', '跳', 'jump', 88, 84, 94),
|
||||
TouchBtn('shoot', '🔫', 'item', 79, 72, 54, '射击'),
|
||||
TouchBtn('down', '▼', 'item', 90, 72, 54, '下蹲'),
|
||||
TouchBtn('pause', '❚❚', 'sm', 81, 58, 42),
|
||||
TouchBtn('suicide', '↺', 'sm', 90, 58, 42),
|
||||
TouchBtn('left', '◀', 'round', 12.5, 81, 62),
|
||||
TouchBtn('right', '▶', 'round', 22, 81, 62),
|
||||
TouchBtn('shoot', '🔫', 'item', 78.5, 90, 56, '射击'),
|
||||
TouchBtn('down', '▼', 'item', 94.5, 89, 56, '下蹲'),
|
||||
TouchBtn('pause', '❚❚', 'sm', 96.5, 8, 40),
|
||||
TouchBtn('suicide', '↺', 'sm', 91, 56, 52),
|
||||
// 跳跃键放最后(绘制在最上层):即便与其它键像素重叠,重叠区也优先归跳跃键,
|
||||
// 避免按下跳跃时落到射击/下蹲键上导致「跳跃键失灵」。
|
||||
TouchBtn('jump', '跳', 'jump', 85, 73, 78),
|
||||
];
|
||||
|
||||
const List<List<String>> KEY_ACTIONS = <List<String>>[
|
||||
@@ -38,32 +49,28 @@ const List<List<String>> KEY_ACTIONS = <List<String>>[
|
||||
Map<String, dynamic> defaultTouch() {
|
||||
final m = <String, dynamic>{};
|
||||
for (final b in BUTTONS) {
|
||||
m[b.key] = <String, dynamic>{
|
||||
'cx': b.cx,
|
||||
'cy': b.cy,
|
||||
'size': b.size,
|
||||
};
|
||||
m[b.key] = <String, dynamic>{'cx': b.cx, 'cy': b.cy, 'size': b.size};
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
Map<String, dynamic> defaultSettings() => <String, dynamic>{
|
||||
'username': '',
|
||||
'touch': defaultTouch(),
|
||||
'keys': defaultBindings(),
|
||||
};
|
||||
'username': '',
|
||||
'touch': defaultTouch(),
|
||||
'keys': defaultBindings(),
|
||||
};
|
||||
|
||||
Map<String, List<String>> defaultBindings() => <String, List<String>>{
|
||||
'left': <String>['ArrowLeft', 'KeyA'],
|
||||
'right': <String>['ArrowRight', 'KeyD'],
|
||||
'up': <String>['ArrowUp', 'KeyW'],
|
||||
'down': <String>['ArrowDown', 'KeyS'],
|
||||
'jump': <String>['ShiftLeft', 'ShiftRight', 'Space', 'KeyZ', 'KeyN'],
|
||||
'shoot': <String>['KeyX', 'KeyJ', 'KeyC', 'KeyM'],
|
||||
'suicide': <String>['KeyR'],
|
||||
'restart': <String>['Backspace'],
|
||||
'pause': <String>['Escape', 'KeyP'],
|
||||
};
|
||||
'left': <String>['ArrowLeft', 'KeyA'],
|
||||
'right': <String>['ArrowRight', 'KeyD'],
|
||||
'up': <String>['ArrowUp', 'KeyW'],
|
||||
'down': <String>['ArrowDown', 'KeyS'],
|
||||
'jump': <String>['ShiftLeft', 'ShiftRight', 'Space', 'KeyZ', 'KeyN'],
|
||||
'shoot': <String>['KeyX', 'KeyJ', 'KeyC', 'KeyM'],
|
||||
'suicide': <String>['KeyR'],
|
||||
'restart': <String>['Backspace'],
|
||||
'pause': <String>['Escape', 'KeyP'],
|
||||
};
|
||||
|
||||
/// 读取/补全存档里的设置对象(保证 touch / keys 字段齐全)。
|
||||
Map<String, dynamic> metaSettings() {
|
||||
|
||||
Reference in new issue
Block a user